Third-person combat
An over-the-shoulder camera frames the player and neon arena while keeping aiming central.
Neon cyber arena shooter.
A neon third-person arena shooter with over-the-shoulder presentation, team and free-for-all play, server-owned rounds, and guest-friendly shared profiles.
Nebulynx Arena presents multiplayer combat from an over-the-shoulder camera in a neon cyber arena. Three.js renders the player, arena, HUD, interpolation, and post-processing effects.
The Node and Socket.IO server owns player damage and match state. It supports free-for-all and team modes, including solo-hosted starts for straightforward testing and play.
Client pause handling releases pointer lock and restores it safely on resume, keeping browser focus transitions from trapping or breaking a session.
The game reads greglab Games identity when the hub is available and intentionally keeps guest play operational when it is not.
Captured features
Capabilities
An over-the-shoulder camera frames the player and neon arena while keeping aiming central.
Rooms support both free-for-all combat and team-based rounds.
The server owns damage, score, teams, and round transitions rather than trusting the rendering client.
The client smooths remote snapshots and layers HUD and post-processing over the Three.js arena.
Pause and pointer-lock handling lets players leave and regain browser focus without corrupting the match flow.
Under the hood
Removed redundant profile management controls from the game.
Improved pointer-lock recovery and allowed solo-hosted starts.
Connected the arena to shared Games hub identity.